I've played around alot with temur, and in my opinion temur ramp (which is basically simic ramp + flames) is one of the best decks in the meta; but I wanted absolutely to get to a stable monster version; after alot of testing, here it is:

You got 9 2 drops to set up (don't be afraid to play a t2 2/2 flier, this deck has some reach, so damage done counts for alot); then you identify wether you are the beatdown or the control in the match; and play accordingly. You can ramp T3 or play above the curve beaters. You got lots of low toughness guys + flames, but the dorks are mainly there to set you up incase you are expecting moss/being aggroed down; all of them will get value on cast or can dodge flames by casting flames for x=2. From t4 onwards, you should be the meanest, baddest, biggest, curve machine around. You have some massive curve toppers in omnath and 2 rolling thunder; but the standard 6 drops should get you there in most matches.

Because it lacks spot removal, the deck does kinda forfeit t1 chaser into t2 Full moon on the play, but you still have outs by chumps and then tapping their dude with krasis, and then presenting 2 big blockers t4, or playing visionary + another blocker t4 to make full moon go away. anything besides that god hand, though, this deck is favoured to outlast vs rdw, play or draw.

An argument could be made to sub Greenwarden over Sower/Bellower, since the deck has rolling thunders + kiora, but thepile is able to put enough pressure out that 1 resolved burnspell should win the game. The sower is another huge beater in a deck full of big beaters and makes your follow up thunders bigger. Bellower is 6 mana for 9 power or 8 power + tech so I kinda prefer that proactive play over a slower 5/4 + best card in yard in this build.

This is as good as I could get it. I'll retire from this thread now

I was messing around with this deck yesterday. Do you usually mulligan if you have 3-4 land and no 2 drops/sweepers?

Haha, I peaked at rank 40 again (from 34 that I was) with that^...thing...having a 7/6 trampling shoggot attacking in t5 is fun, same has doing 9 points of no-combat Nettle damage in one turn, my record till now.

Had fun with this yesterday. Did you try it with Kiora for untapping and maybe getting another extra colorless monster drop in with that extra land.

Haha, I peaked at rank 40 again (from 34 that I was) with that^...thing...having a 7/6 trampling shoggot attacking in t5 is fun, same has doing 9 points of no-combat Nettle damage in one turn, my record till now.

Had fun with this yesterday. Did you try it with Kiora for untapping and maybe getting another extra colorless monster drop in with that extra land.

I'm really enjoying this deck idea against the AI so I figured I could share it. Warning: it's probably too inconsistent for ladder, but feel free to try.It doesn't use any OGW card because I haven't opened any OGW pack yet.

T3 Woodland Wanderer is possible, but rare, but awesome!Quite a lot of this deck is devoted to being able to ramp like crazy. You can get way ahead on creatures with this deck. Basically everything survives radiant flames, so it's going to be a one sided wipe in most games. Basically everything will kill your opponent immediately if ignition resolves. Lots of PW provide plenty of CA and control options. Retreat to Coralhelm is a world class star now that we have mana dorks, I don't know if the deck needs 3, but every time I see them I'm happy, and they stack, so shrug.

I could see cutting hydra, Omnath, and altered egos for some more removal options, or a big card draw spell - brilliant spectrum for example. The hydra is better than it looks though, because it can tutor up rogues passage making it an extremely serious threat. (I could also see running plated crushers in here, as a big FU to the opponent when they come down on t5 or so - they would replace egos, and Omnath, leaving the hydra in the deck).

Note: I haven't actually optimized the mana yet, it was working fine, but I'm sure it can be improved.

Edit: other possible replacements for Omnath/Altered Egos - this might finally be a deck where Alhamaret is good (maybe 1 copy), Drowner could be great here as a 2 of, I could also see going for Guardian of Tazeems. They all fit the bill nicely. Tazeem is a big beater and still going to dominate air battles, Drowner can drive damage in on its own, and answers opponent threats very well, Alhamaret is still terrible, but at least now he's actually a believable t5 play, so maybe....

Do NOT try to jam Ulamog in here.... You can not consistently get to 10 mana with this deck.

Just updated from above. T4 Outland colossus with trample (or hasted with vigilance), yeah, thanks I think I will. Get a dork, plus retreat plus Mina and Denn out sometime - watch what happens. Lols.

Some other things I didn't mention before... I've kept woodland Belower in because it's a 10/10 over 2 bodies if you get it. I'm actually not sold on that btw... It's weak in this deck. I really did just say a 10/10 over 2 bodies is weak in this deck. ;-)

I'm not sure if this deck is spike enough to really be spike, but for the Johnny/Timmy crew, it's really good. I'd be shocked if it's not competitive though.

Looks pretty solid, I'll give it some spins but I will 100% be swapping the Druid for Krasis

No man, don't do that... If you want Krasis cut Void Grafter. The Druid is part of the deck's engine. It will not work without him. You want all the dorks, because you have tons of ways to untap them... They generate metric Tons of mana for you, and fix it at the same time. trust me on this, they are the whole point of the deck (with the other mana dork of course).

But I really think grafter is better. He's in here for hexproof against certain types of decks. I could see Krasis being great though, so try him out, but only for grafter.

I'm really enjoying this deck idea against the AI so I figured I could share it. Warning: it's probably too inconsistent for ladder, but feel free to try.It doesn't use any OGW card because I haven't opened any OGW pack yet.

Super creative-looking deck, mate! I especially like the interaction between AEther Grid and clues here; great synergy with the Nalaars and Hellion, too (interesting that you found a use for the Ogre). I look forward to trying this out once I get home. You, sir, win in terms of most inventive deck. I actually want to try something like this in Standard, now that I think about it...

Have you considered Slab Hammer? I think it might have great synergy with Tireless Tracker.

I'm really enjoying this deck idea against the AI so I figured I could share it. Warning: it's probably too inconsistent for ladder, but feel free to try.It doesn't use any OGW card because I haven't opened any OGW pack yet.

Still worked great and is tons of fun. Engineer was so good for me (for thopter haste) that I don't know if I'd want to sub in Mysteries when I get them (tho will try it), but I do wish I had those extra Flux's already...

There's a lot of random crap in here for various matchups, but basically you dig and draw for Tutelages and either Chandra or Forgotten Creation. Ormendahl and/or Chandra + Judgment for alternate wincons, but I haven't had to use them yet. 7-1 with this so far.

Just updated from above. T4 Outland colossus with trample (or hasted with vigilance), yeah, thanks I think I will. Get a dork, plus retreat plus Mina and Denn out sometime - watch what happens. Lols.

Some other things I didn't mention before... I've kept woodland Belower in because it's a 10/10 over 2 bodies if you get it. I'm actually not sold on that btw... It's weak in this deck. I really did just say a 10/10 over 2 bodies is weak in this deck. ;-)

I'm not sure if this deck is spike enough to really be spike, but for the Johnny/Timmy crew, it's really good. I'd be shocked if it's not competitive though.

Some other things I didn't mention before... I've kept woodland Belower in because it's a 10/10 over 2 bodies if you get it. I'm actually not sold on that btw... It's weak in this deck. I really did just say a 10/10 over 2 bodies is weak in this deck. ;-)

What about a Reclamation Sage instead of...I dunno...a Pacifist? Now there are finally a bunch of annoying artifacts, and several new enchantments that are a pita...I'm thinking about Vision, Traft, Mysteries, Holwpack etc...that would add versatility to the Bellower...

Deck is 50/50 right now.... Lost twice to 2 drop simic tempo; but 1 of those was a misclick of mine on chandra, and the other one was 1 land short of having enough mana to rabid bite + lumbering falls kill the opponent. So it's pretty close, and that's a 2 color streamlined deck; the fact that it got so close makes me think I need to keep tweaking.

Also lost a game vs planeswalker deck that was very very close depsite him seeing on curve Ayli, manlands, walkers and anguished unmaking. One land short of trampling over with gaea .

It feels like its pretty close to being acceptable.

Kozilek's Return should probably go in, and as much as I love the Duskwatch Recruiter, I can't help but wonder if Lambholt Pacifist wouldnt be better considering the amount of 4 power dudes I run. Problem with recruiter is he is a bad blocker before he flips, and filters away landdrops, and if the subsequently gets removed after I flip, I get no discount for my big turn. Meanwhile Pacifist is a bloody brick wall t2. Maybe a shell that passes turn t3 and ramps to t5 / shrivels/ krasises with Pacifist on table could work ? Haven't tried that yet, but in BFZ that worked pretty well in Bant.

Chandra's ignition in a field full of bounce and instant removal seems way more dangerous than rabid bite, considering how low the mana investment is on bite.

Mina and Denn have been VERY good here so far pushing through damage.

Kiora should be in here to help ramp, and make landdrops, but I'm so clumped at 4 mana already ^^.

Some other things I didn't mention before... I've kept woodland Belower in because it's a 10/10 over 2 bodies if you get it. I'm actually not sold on that btw... It's weak in this deck. I really did just say a 10/10 over 2 bodies is weak in this deck. ;-)

What about a Reclamation Sage instead of...I dunno...a Pacifist? Now there are finally a bunch of annoying artifacts, and several new enchantments that are a pita...I'm thinking about Vision, Traft, Mysteries, Holwpack etc...that would add versatility to the Bellower...

I don't know... For sure you could. Is the meta asking for it though? Are those decks fast enough to matter against this? Generally, I think it's a good idea. I just have a hard time imagining any situation where I wouldn't just drop 10 power on the board, on the other hand, in that situation I'd never grab the pacifist either.

It's close. Even the second version cant beat mardu green netdeck reliably, it gives a HELL of a fight though. Lost another one fighting through 4 walkers (back to back gideon t4 obnixilis t5, followed by a vastwood seer and a chandra), 3 whipes then finally scooping when he also lol avacyned the turn I was gonna neuter his sorin. During the half hour long game, opponent proved to be quite savvy killing mina and denn on sight, which was key to slowing my revenges down.

At least this has some play to it, whilst mardu green is just about land sequencing then tapping out slamming the mythic of the day.

Garbage. Close garbage, but garbage. Deleted it.

The main issue in the match was that the Shrivels are great early on, but very bad in the total grindphase. You need em I think to stop early power plays and allow your wolves to flip though. Can't do it on double island spells like in Demonic flash

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